+ if(meshes[0])
+ if(ResourceManager *rm = meshes[0]->get_manager())
+ rm->unwatch_resource(*meshes[0], *this);
+}
+
+void Object::set_mesh(unsigned i, const Mesh *m)
+{
+ if(i>meshes.size())
+ throw out_of_range("Object::set_mesh");
+
+ if(i==meshes.size())
+ meshes.push_back(m);
+ else
+ {
+ if(i==0 && meshes[i])
+ if(ResourceManager *rm = meshes[i]->get_manager())
+ rm->unwatch_resource(*meshes[i], *this);
+ meshes[i] = m;
+ }
+ meshes[i].keep();
+
+ if(i==0 && m)
+ if(ResourceManager *rm = m->get_manager())
+ rm->watch_resource(*m, *this);
+
+ update_bounding_sphere();
+}
+
+void Object::update_bounding_sphere()
+{
+ vector<Vector3> points;
+ for(vector<RefPtr<const Mesh> >::const_iterator i=meshes.begin(); i!=meshes.end(); ++i)
+ {
+ if(!*i)
+ continue;
+
+ const VertexArray &vertices = (*i)->get_vertices();
+
+ int offset = vertices.get_format().offset(VERTEX3);
+ bool three = true;
+ if(offset<0)
+ {
+ offset = vertices.get_format().offset(VERTEX2);
+ three = false;
+ if(offset<0)
+ continue;
+ }
+
+ unsigned n_vertices = vertices.size();
+ points.reserve(points.size()+n_vertices);
+ for(unsigned j=0; j<n_vertices; ++j)
+ {
+ const float *v = vertices[j];
+ points.push_back(Vector3(v[offset], v[offset+1], (three ? v[offset+2] : 0.0f)));
+ }
+ }
+
+ bounding_sphere = Geometry::BoundingSphere<float, 3>::from_point_cloud(points.begin(), points.end());
+}
+
+const Mesh *Object::get_mesh(unsigned i) const
+{
+ if(i>=meshes.size())
+ return 0;
+
+ return meshes[i].get();
+}
+
+void Object::set_technique(const Technique *t)
+{
+ technique = t;
+ technique.keep();